shyuhe
Deity
An exploring WB would be good for trying to find foreign trade routes as well. Not sure what the soonest is for us to spare hammers for that though.
Big Picture Strategy
I suppose no one has tested out this scenario to the end. I haven't. It might not be a bad idea for one of our faster players to do that.
I'm wondering (as always) if the fastest conquest route is an Astro beeline. With no circumnavigation, this time galleons double our movement over galleys in addition to saving extra turns by going directly across ocean tiles. Furthermore, we're philosophical, so we can generate the GSes even faster. Of course, the galleons are also much safer against galleys and triremes and carry 50% more units.
I've noticed that by the time we get our first GS, the academy or super spec only saves us about a turn on math. Our capital is not particularly commerce rich. I'm wondering if we even want to use our GSes that way at all. What if instead we grew our empire to 1AD and had Astro at the same time?
I think that those numbers sound feasible, considering that:
a) if we have to face a tougher unit, so will other teams
b) we will almost certainly have Cuirassiers instead by that point in the game, which would be overkill relative to the Horse Archers
c) Is it really likely that neilmeister gave SUCH a tough unit? Even if he did, then we'd need far less than 200 Horse Archers to take out the toughest unit possible in the game![]()
Here's the challenge, oh ye mighty naysayers. ZPV, play the new test save out to 1000BC, assuming we want GLH and Mids. Then I'll test it out my way, someone else test it out whatever way you think is best. This is the challenge: COme within 50t of my finish time...![]()
Right. And make it according to your predictions, based on the health bars. Plus, add to the city all possible buildings that aren't wonders that could provide additional defense (walls, castles, etc.), including any civ-specific UBs.You're on! Just let me put in a suitably-promoted wizard![]()
I just tried to match ZPV's GLH date in Marble and failed by 3 turns. Did you whip the LH to transfer hammers from the LH to the GLH, ZPV? I didn't see any whip unhappiness anywhere but it most likely wore off...
Okay, let's run the math with War Elephants.We don't have horses. We can't bet on having horses. Elephants are the only unit we have available that can get flanking 2, and without immunity to first strikes we could suicide a hundred weak units against a highly promoted unit without making a scratch.
It's a big, expensive, stack of elephants with otherwise useless promotions that can take down the uber-rifle.
@ZPV Based on the length of the health bars, what are you able estimate the Wizard to be? My guess is that it is NOT a Mech Infantry or Modern Armour, but Neil could have been evil...
It's consistent with something about as powerful as a rifle existing at turn 0. It would also behave like this, if neil had placed a rifle on the map, and then deleted it.
This might be an AI, though - there was at least one with power higher than expected. Possibly a witch; or else a way to increase the cost of the first or second war.
edit: promotions don't affect the health bars, so it could be CG3 C6 G3 W3 March Drill4...
I believe the ~14 AI cities built so far have been predominantly coastal, no?The risk with an astro beeline is, what if we have to face a highly-promoted tough unit (the wizard) to win? We can't do an astro beeline + conquest and tech up to a unit strong enough to kill it - the only way numbers might work is to use flanking II elephants thanks to that promotion's immunity to first strikes.
The other thing to note is, land war *is* possible on hub maps. They certainly manage ok on quick speed on multiplayer. We just need to be prepared to commit several workers to building (rail?)roads down the isthmi, and we'll be able to get our units there plenty quick enough.
Galleons can work - the outer ring of tiles on the map are usually ocean - but I'd be surprised if they're the answer for more than the odd coastal city we want to catch pants-down.
Here's the challenge, oh ye mighty naysayers. ZPV, play the new test save out to 1000BC, assuming we want GLH and Mids. Then I'll test it out my way, someone else test it out whatever way you think is best. This is the challenge: COme within 50t of my finish time...![]()
It needs two whips. The worker mining will finish the mine and then improve marble.OK. Does this mean we should actually try to develop Stone (i.e. net the crab and grow to size 3 or 4) as we build the 'Mids? Or do you still want to stagnate at 1 pop working the stone quarry but use fewer workers to do the chopping?
ZPV, can you give me a quick rundown of how you built the GLH in 1080 BC? I'm thinking something like this:
- Steal corn from Washington and grow
- Build library until Sailing comes in and switch to LH -> GLH
- Work netted crab at 2 pops to keep growing.
- Work mined marble at 3 pops
- Work mined GHill at 4 pops
- Chop 3 forests into GLH once Math is learned